multimedia games development com429 week 9 storytelling process

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Multimedia Games Development COM429 Week 9 Storytelling Process

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Page 1: Multimedia Games Development COM429 Week 9 Storytelling Process

Multimedia Games Development

COM429

Week 9 Storytelling Process

Page 2: Multimedia Games Development COM429 Week 9 Storytelling Process

Learning Outcomes

Understand the process of story telling in the context of computer game development process

Be aware of standard storytelling techniques Understand plot development, conventions

and the roles each character type plays

Page 3: Multimedia Games Development COM429 Week 9 Storytelling Process

Storytelling in Games

Until recently storytelling in computer games was mainly restricted to adventure games

Majority of games of all genres now have storylines or story elements

Storyline can be an integral part of game or may just provide context

Important to understand the storytelling process

Page 4: Multimedia Games Development COM429 Week 9 Storytelling Process

Storytelling in GamesEvery story has 3 key parts, the plot, the setting

and characters

The plot is about how a drama/story unfolds and develops

The setting is the world being explored in the story, it includes the world geography, history and setting

The characters are the participants in the story, having experiences and interacting with world elements

Page 5: Multimedia Games Development COM429 Week 9 Storytelling Process

Traditional Storyline Structures

Storytelling is an ancient art. It follows a

traditional structure/formula. There are 2 forms

predominant in gaming

The Three Act Structure The Hero’s Journey (Monomyth)

Page 6: Multimedia Games Development COM429 Week 9 Storytelling Process

Three Act Structure

Common Hollywood technique Simple idea/structure A story has a beginning, middle and an end

Page 7: Multimedia Games Development COM429 Week 9 Storytelling Process

Three Act Structure: Beginning

Capture player interest by placing them into the action or drama of the story

Back story and background events are introduced

Objective of this stage is to capture the player’s attention by drawing them into the story

This phrase should also introduce the quest or players task as early as possible

Page 8: Multimedia Games Development COM429 Week 9 Storytelling Process

God of War: Beginning God of War tells the story of Kratos The game's opening shows Kratos hurling himself

down a mountain because the gods of Olympus have abandoned him

During the game you learn what made Kratos switch from a brutally efficient mass murderer to a suicidal cliff diver.

Page 9: Multimedia Games Development COM429 Week 9 Storytelling Process

Three Act Structure: Beginning

Different approaches to the Beginning

One approach is that the game starts with the plot already in motion and the problem introduced immediately

Back story/background information is added later Other approach is to start with back story before

the problem is introduced This allows the player to bond with the character

Page 10: Multimedia Games Development COM429 Week 9 Storytelling Process

Three Act Structure: Middle

Middle section of the story usually involves a range of obstacles that the character must overcome to resolve the problem

Additional back story/background is introduced here

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Three Act Structure: Middle

Essential to introduce new obstacles throughout the middle section

Each task accomplished should lead to a harder challenge

Hero must face choices that make them develop and grow

Game play focuses on mental and physical tasks

Story driven conflict plays on emotions

Page 12: Multimedia Games Development COM429 Week 9 Storytelling Process

Three Act Structure: Middle Traditionally obstacles appear in a linear

fashion Game platform allows for non linear plot

development based on multiple paths This allows player freedom and more control

over their experience

Page 13: Multimedia Games Development COM429 Week 9 Storytelling Process

Three Act Structure: End

The end is where the problem identified in the beginning is resolved

The player has achieved the long-term objective of the game

The end should bring together and resolve all themes and issues introduced in the game

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Three Act Structure: End At the end of the game, the player must

overcome the final boss or villain This boss was the main source of the

obstacles\challenges in the game This act of vanquishing the final boss should

be very rewarding for the player

God of War 2 Final Boss

Page 15: Multimedia Games Development COM429 Week 9 Storytelling Process

Three Act Structure: End Game non-linearity can provide multiple

paths through the middle act It can also provide multiple endings to a

game Each ending should make sense to the

player in the context of their actions in the game

These alternate endings should reflect success or failure based on players actions in the game

Page 16: Multimedia Games Development COM429 Week 9 Storytelling Process

Multiple Endings

Path through Shadow the Hedgehog is six stages long followed by a final boss fight

There are 326 different paths you can take in the game

With over 20 levels to explore And many different endings to see

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Three Act Structure: Summary

Three act structure is a simple and easy to

follow template for a game story line. It is based

on simple premise

Get your hero in a mess Make it worse Get the hero out of the mess

Page 18: Multimedia Games Development COM429 Week 9 Storytelling Process

Hero’s Journey (Monomyth) Hero’s Journey or Monomyth Common cross cultural story pattern Common in films e.g. Star wars Can be used in games

Page 19: Multimedia Games Development COM429 Week 9 Storytelling Process

Hero’s Journey (Monomyth)

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Hero’s Journey (Monomyth) Home/exposition is where the main character is

introduced in ordinary surroundings before the start of the adventure

Call is where the main character is called to an adventure. They leave their ordinary world to go on a quest or journey

Leads to another unknown world

Page 21: Multimedia Games Development COM429 Week 9 Storytelling Process

Hero’s Journey (Monomyth) Refusal is where the hero initially rejects the

call as they do not want to leave the comfort and safety of a familiar world

Usually the decision to leave is not straightforward leading to ramifications later

Further information is usually given at this stage by a mentor that changes the heroes plans

This leads to the heroes departure to undertake the quest

Page 22: Multimedia Games Development COM429 Week 9 Storytelling Process

Hero’s Journey (Monomyth) The hero is tested during the journey usually

in the form of challenges These challenges involve solving problems,

facing their fears and defeating enemies This process allows the hero to growth and

develop The journey usually ends with the hero

rewarded (not always but usually)

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Hero’s Journey (Monomyth) The journey involves many ordeals Usually the biggest challenge is near the

end when the hero is nearly safe This is usually the greatest conflict and can

lead to success or failure This usually involves resurrection where an

enemy reappears (Twist in the tale)

Page 24: Multimedia Games Development COM429 Week 9 Storytelling Process

Hero’s Journey (Monomyth)

The return marks the end of the journey The hero returns to the ordinary world left

behind at the start of the story The process is circular, it ends where it

begins but the hero has under gone a life changing experience

The circular format allows the process to begin again

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Hero’s Journey (Monomyth) This structure is not rigid and can be varied,

this stops the format being overused or becoming stale

Story can focus on individual stages Some stages can be omitted Resurrection is widely used in games where

the boss returns This format is not suitable for multi-character

stories with multiple main characters

Page 26: Multimedia Games Development COM429 Week 9 Storytelling Process

Developing the Plot The plot is how the story unfolds rather than

what the story is about It is about how the elements connect and

are related and interact Every storytelling format has plot elements

to guide the story along

Page 27: Multimedia Games Development COM429 Week 9 Storytelling Process

Plot Development In computer games game play and plot are

inherently interconnected using story elements

Obstacles and challenges are linked to plot of the story engaging the player

The story progresses by the completion of challenges and removal of obstacles

Page 28: Multimedia Games Development COM429 Week 9 Storytelling Process

Conflict Balancing

Tension is maintained by having the player always close to disaster and narrowly escaping

This necessitates careful balancing in the design of the story and the game play

Extra effort required in multi-player games where balance between players must be maintained

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Emphasis Shifting To keep the player interested and the story

dynamic it is necessary to shift the focus of the player

This gives the player the choice and freedom to deviate from the main storyline but at some stage they need to return

This is achieved by varying quests, missions and tasks and introducing new characters or weapons

Page 30: Multimedia Games Development COM429 Week 9 Storytelling Process

Foreshadowing Events

Foreshadowing is a standard technique hinting

at a some future event or forthcoming change.

It serves a number of purposes

To provide a warning to the player To set mood or tone To build anticipation or a feeling of trepidation To engage player (second guess outcome) To set the tone or mood in the game

Page 31: Multimedia Games Development COM429 Week 9 Storytelling Process

Suspension of DisbeliefSuspension of disbelief relates to a player’sacceptance of the artificial world created withinthe game

It allows for the acceptance of the rules and experiences of the game world

Immersion allows the player to become totally involved in the game blocking out the real world accepting it as reality

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World Consistency & Realism Realism is used in games to mimic real

world as closely as possible (Genre dependant)

World consistency is essential to maintain player immersion

Regardless of context the story/plot must be believable in terms of consistency

Page 33: Multimedia Games Development COM429 Week 9 Storytelling Process

Plot Development: Interactivity

Computer games are an interactive medium Storyteller shares/cedes control of story flow

with the player In some instances the player takes on the

roles of story formation and guides plot development

Page 34: Multimedia Games Development COM429 Week 9 Storytelling Process

Nonlinear Plot Development Traditional storytelling follows a linear path

developing temporally Computer games add interactivity giving

player choice Balance required between linear nature of

the storyline and non linear action facilitated by player freedom

Page 35: Multimedia Games Development COM429 Week 9 Storytelling Process

Nonlinear Plot Development This is usually achieved through a series of

linearly connected open areas This allows the player the freedom to

undertake challenges in their own time which results in a variety of game experiences

These individual episodes are put together in a linear fashion enabling the storyteller to retain control over the story

Page 36: Multimedia Games Development COM429 Week 9 Storytelling Process

Fourth Wall Convention Fourth wall convention is theatrical reference Tradition theatre sets have three walls The audience views the play through the

invisible fourth wall Actors perform as if the fourth wall is as real

as the others Ignoring this convention removes the illusion

that the actors on stage are not aware that someone is watching them

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Fourth Wall Convention Traditionally you comply with this convention Breaking it reduces player immersion as the

actors are acknowledging the game is not real

Occasionally (carefully) done in the form of commentary

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Crisis, Climax & Plot Resolution

Crisis, climax and resolution is another classic

approach used in storytelling

Crisis is where the challenge is introduced and tension begins to build

Climax is the moment of truth e.g. moment of confrontation, accusation, conflict or violence

Resolution is the outcome of the climax brought about by the crisis

Page 39: Multimedia Games Development COM429 Week 9 Storytelling Process

Crisis, Climax & Plot Resolution

Tension is raised through a crisis – climax -resolution format (Major story arc)

Page 40: Multimedia Games Development COM429 Week 9 Storytelling Process

Minor Story Arcs

There are also minor story arcs These are made of single crisis, climax,

resolution sequences

Page 41: Multimedia Games Development COM429 Week 9 Storytelling Process

Story SettingStory setting is typically well done in the latestcomputer games aided by photo-realistic graphics and high quality sound

A story setting involves the entire game world

It includes mood and atmosphere elements e.g. time, weather

These individual element combine together to create the game world

Page 42: Multimedia Games Development COM429 Week 9 Storytelling Process

Story SettingThe creation of a good setting for a computer game is

a complex process

The story setting should flow naturally from the game idea

All other elements should be set in this context The setting should engage the players senses to

increase immersion

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Stalker Shadow of Chernobyl

Page 44: Multimedia Games Development COM429 Week 9 Storytelling Process

Stalker Shadow of Chernobyl

Page 45: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Characters Characters are usually an integral and

central part of a story and can make a game It is essential to ensure the characters are

well thought out and developed

Page 46: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Characters & NPC’s

Characters are controlled by the player or the game (NPC)

Player Characters (PCs) are characters controlled by the player

If there is a single central character it is referred to as the player’s avatar

Option to have multiple player controlled characters

Page 47: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Characters & NPC’s

Two basic approaches to player character

development

Create the bare bones and let the players imagination do the rest

Develop the complete character with a well defined persona

Both options can be used successfully

Page 48: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Characters & NPC’s NPC’s (Non Player Characters) are

characters not controlled by the player Typically controlled by game AI NPC’s take on various guises to implement

elements of game play

Page 49: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Characters & NPC’sNPC’s fulfill a range of roles in computer games

Help develop storylines, set the tone and convey emotions or reactions

Main player character will fight the boss without fear

The strength of the boss character can be conveyed in NPC’s e.g. cowering or running away

Page 50: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character TypesRange of common character types used in computer games

Licensed characters that exist in the real world or another medium (Movies)

Mythic characters are based in history Animal characters derived from animals and given

human characteristics Historical characters from real world history Fantasy characters created from scratch

Page 51: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character RolesRange of (classic) roles a character can take in

a game Hero role (Usually the player) Role is to overcome challenges and

difficulties while making a few sacrifices on the way

Hero typically perform all their own stunts

Page 52: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character Roles Mentor is a character who guides the hero

towards some action Usually portrayed as older and wiser to give

guidance and advice Usually on the heroes side

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Game Character Roles The shadow is the opposite of the hero and

is usually the made villain in the computer game

Usually main cause of characters problems May not appear until the game climax

(Raises tension) Game may include minor shadows

Shadow the Hedgehog

Page 54: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character Roles

Main character allies are characters that aid the hero and help with tasks

Allies can take many forms and can be sidekicks or pets etc

E.g. Miles "Tails" Prower from the Sonic the Hedgehog series

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Game Character Roles Guardian characters are used to impede

and test the main character These can be lieutenants of the shadow

A Tank monster from Quake II.

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Game Character Roles Trickster is typically a neutral character used

to create mischief and cause damage or inconvenience

Can be used to steal players goods or weapons

Page 57: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character Roles

A damsel in distress is a character that has been kidnapped by a villain

Usually requires the hero to come to their rescue

Princess PeachSuper Mario Bros

Page 58: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character TypesAs well as character roles there are also

classic character types associated with any

Story. These include

Protagonists Antagonists Co-protagonist Supporting characters

Page 59: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character Types

Protagonist is the main character in the game.

In a single player context the story will center

around this entity.

The protagonist will move the story forward by

causing things to happen rather than reacting

Page 60: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character Types

Protagonists are not always good and not always the hero

In some instance the protagonist can be a villain or anti-hero

Classic types include the vigilante, the drifter and the noble criminal

Page 61: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character Types

The antagonist opposes the protagonist and need not be good or evil

An antagonist is a character or an institution who represents the opposition against which the hero(es) or protagonist(s) must contend

Classically where the action consists of a hero fighting a villain, the two can be regarded as protagonist and antagonist, respectively

Page 62: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character TypesCo-protagonists sometimes join forces with the

protagonist in a game or story

This is game dependent and could be other player or non player character

Sometimes these characters will cooperate with the protagonist

Sometimes they will compete instead with the main player (but not oppose them).

Page 63: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Character Types Supporting characters ensure the

protagonist stays focused on the task These characters can either support the

protagonists or antagonists in the story

Diddy Kong Donkey Kong

Page 64: Multimedia Games Development COM429 Week 9 Storytelling Process

Character Development Good character development is difficult Essential to create characters that players can

empathise with by using character traits or weaknesses players can identify with

Character growth is essential but hard to accomplish and is not solely (traditionally) based on stats, skills or weapons

Problem due to interactive nature of the medium (player control)

Growth in computer games is based more on the player experience

Page 65: Multimedia Games Development COM429 Week 9 Storytelling Process

Character DevelopmentThe process of character development is called the character arcand is how the character changes throughout the story E.g.

Tootsie (Film) where Dustin Hoffman’s character begins as a misogynistic chauvinist who plays the part of a woman. Through this he changes in how he views women and becomes a different character by the end.

In The Godfather, Michael Corleone does not want to be a mobster. When his father is attacked and barely survives, Michael begins a war of retribution on those responsible.

Based on the game events the character will develop in a similarfashion to a story arc e.g. crisis, climax, and resolution

Page 66: Multimedia Games Development COM429 Week 9 Storytelling Process

Character Development Selfish, only concerned with their own needs Interpersonal where bonding occurs with

another character on a one to one basis Team bonding with groups with common goals

and interests Community bonding, becoming part of a larger

organized network Humanity, concerned with the well being of

everyone

Page 67: Multimedia Games Development COM429 Week 9 Storytelling Process

Character Development

Usually characters start at the lower levels and rise to the top as their perspective broaden aided by experiences

Alternatively characters start at a higher level and move to lower levels E.g. protagonists (villains) and their fall from grace.

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Character Triangle Character triangle is a powerful three way

relationship between contrasting characters in a story

This usually involves the protagonist, the antagonist and a supporting character

Each story can have multiple triangles, each representing a sub-plot and characters can appear in several triangles at once

Common example is a love triangle

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Verbal Character Development Using monologues characters have the

opportunity to reveal their inner thoughts and struggles

Needs to be used effectively

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Visual Character Development As the character develops their visual

appearance can change e.g. body size or build, physical appearance, clothing etc...

Page 71: Multimedia Games Development COM429 Week 9 Storytelling Process

Techniques for Storytelling

In computer games two approaches are used

to develop stories

Cut scenes/scripted events Verbal commentary

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Cut ScenesCut scenes are short movies that punctuate the game whereeach cut scene has specific goals including

Advancing the plot Introducing new levels, weapons or characters Pad out mission goals

Python Lives, Metal Gear Solid

Page 73: Multimedia Games Development COM429 Week 9 Storytelling Process

Cut Scenes Technologies have evolved to allow the

same assets to be used for both cut scenes and the game

This consistency increases player immersion Downside is that the player loses control

Page 74: Multimedia Games Development COM429 Week 9 Storytelling Process

Scripted EventsScripted events are short sequences in levels triggered by player activity

Typically short pieces of dialogue or action Helps to built story or direct player E.g. an

enemy could be shown touching a red box and then exploding. This will teach the player that red boxes are explosive

Again needs careful use

Page 75: Multimedia Games Development COM429 Week 9 Storytelling Process

Verbal Commentary

Verbal commentary has many purposes within

a game

It can introduce a character or pad out back story

It can advance the plot It can establish relationships

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Verbal CommentaryNumber of different approaches used

Character monologue is used for illustrating the character’s mental, emotional, or psychological state and inner thoughts

Narration is commentary made by a NPC to provide backstory

Verbal interaction between two or more characters in the game

Should be brief and to the point

Page 77: Multimedia Games Development COM429 Week 9 Storytelling Process

Verbal Commentary

Characters are a part of the game and should not talk about what they cannot be aware of

Dialogue should be realistic and consistent with other game elements

It should have a purpose, be brief and to the point

Page 78: Multimedia Games Development COM429 Week 9 Storytelling Process

Game Play Game play should be used to advance the

story line Each challenge completed should advance

the story Each challenge should be consistent with

the story and the player’s role in it

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Summary

Story development in games an important process

Based on traditional techniques Needs to be tailored enhanced to cater for

non linearity and player interaction

Page 80: Multimedia Games Development COM429 Week 9 Storytelling Process

Multimedia Games Development

COM429

Week 9 Storytelling Process